#version 410 core layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inTexCoords; uniform Camera { mat4 view; mat4 proj; vec4 viewPos; } cam; out vec4 Color; out vec2 TexCoord; void main() { vec3 position = vec3(inPosition.x, inPosition.y / 2.0, inPosition.z); gl_Position = cam.proj * cam.view * vec4(position, 1.0); Color = vec4(inPosition.y / 100.0); TexCoord = inTexCoords; }